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Published byMyron Maurice Boone Modified over 9 years ago
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Basic Graphics Concepts Day One CSCI 440
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Terminology object - the thing being modeled image - view of object(s) on the screen frame buffer - memory that contains the pixels – for each pixel, we need red, green, blue, and depth. – located on the GPU transformation - translate, rotate, scale clipping - deciding which part of the world to view projection- converting from 3d to 2d rasterization - display the pixels on the screen
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Graphic Elements Objects – points are specified in model coordinates Viewer – where the viewer is standing and direction of sight – how much of the world can be seen Lighting – ambient, direct, colored, etc Material Properties – color, shiny-ness, pattern, …
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Viewing it's all math – a model is just numbers – transformation and viewing are just simple linear algebra Angel - figures 1.6 and 1.7
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The Pinhole Camera y y p = ------- z / d Angel - figures 1.12 and 1.13
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Pinhole Camera d = 10 A = [ 25, 15, 10 ] B = [ 25, 25, 10 ] C = [ 25, 15, 25 ] A p = [ 25, 15 ] B p = [ 25, 25 ] C p = [ 10, 6 ] y y p = ------- z / d x x p = ------- z / d Q : Where is A p when d=20? A : [ 50, 30 ] x y
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Graphics Processing Vertex Processing transformations – 4x4 matrix multiplication input and output is 3D points Angel - figure 1.31
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Graphics Processing Clipping and Primitive Assembly use a pyramid shaped clipping volume to reduce the amount of data we need to process output is the primitives (lines, triangles, points) that need to be drawn on the screen
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Graphics Processing Rasterization output is color, location and depth of potential pixels Fragment Processing blend pixels, apply textures, etc.
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WebGL Angel - figure 2.4
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next classes Quick Tutorial on HTML and JavaScript A simple WebGL program
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